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MHR: Golden Age Timely/Marvel Datafiles

March 13, 2017

Back at the hazy beginnings of this blog, I was running a game of Marvel Heroic Roleplaying for Drew, Antony, and Joe. I wanted to actually play MHR and Drew wanted to play a WWII supers game, so that’s what happened. Drew created a Turkish-American mentalist/TK character, Joe played Captain America and then Hellboy in lieu of making up his own character, and Antony came up with… an ex-hashish assassin who was on the run from his former compatriots and had the power to alter the density of objects. Not very Golden Age, and not very easy to fit into a WWII story alongside Captain America, but hey.

In preparation for the game, I read a bunch of Golden Age Timely comics (the precursor to Marvel) along with the Invaders series from the 1970’s. The original WWII comics are interesting in that while there’s plenty of superheroes, there really aren’t any supervillains. The 70’s Invaders comics filled in those blanks by creating Axis analogues of the heroes for them to beat up on. I then threw all of those supervillains at the players, along with some other characters, like the WWII-era bad guys from the Hellboy comics and movies (as Joe was a fan).

Anyway, here are MHR writeups for various Nazis, Baron Blood, Master Man, Warrior Woman, and the Red Skull himself.


Nazi Spy
Affiliations
Solo d8, Buddy d6, Team d4

Distinctions
Heil Hitler!
Saboteur

Power Traits
Disguise d6, Pistol d6

Specialties
Combat Expert d8, Covert Expert d8, Psyche Expert d8

Nazi Soldier
Affiliations
Solo d4, Buddy d6, Team d8

Distinctions
Heil Hitler!
Ruthless Soldier

Power Traits
Flak Jacket d6, Rifle d8

Specialties
Combat Expert d8

Nazi Officer
Affiliations
Solo d10, Buddy d6, Team d8

Distinctions
Heil Hitler!
Ruthless Commander

Power Traits
Flak Jacket d8, Pistol d8

Specialties
Combat Expert d8, Psych Expert d8

Nazi Scientist
Affiliations
Solo d6, Buddy d8, Team d4

Distinctions
Heil Hitler!
Mad Scientist

Power Traits
Random Trait d8

Limit: Growing Dread. Both 1s and 2s count as opportunities, but only 1s are excluded from being used for the total and effect die.

Specialties
Science Expert d8, Tech Expert d8

Nazi Occultist
Affiliations
Solo d6, Buddy d4, Team d8

Distinctions
Black Magic
Heil Hitler!

Power Traits
Chainmail d6, Dagger d6, Novice Sorcery d6

SFX: Ritualist. Step up or double Sorcery for each affiliation die after the first.

Limit: Growing Dread. Both 1s and 2s count as opportunities, but only 1s are excluded from being used for the total and effect die.

Specialties
Mystic Expert d8, Tech Expert d8


Baron Blood
John Falsworth [secret]

Affiliations
Solo d10, Buddy d8, Team d6

Distinctions
Bloodsucking Undead
Family Issues
Royal Traitor

Vampire Spawn of Dracula
Enhanced Durability d8, Enhanced Reflexes d8, Enhanced Speed d8, Superhuman Stamina d10, Superhuman Strength d10

SFX: Ageless. Spend a doom die to ignore the effects of aging, disease, poison, or fatigue.

SFX: Berserk. Add a doom die to your next attack action. After your action, step back the doom die and return it to the doom pool.

SFX: Bloodsucker. When attacking a restrained or helpless target, add a d6 to your pool and keep an extra effect die to recover your physical stress.

Limit: Hunger. Turn a Vampire Spawn of Dracula power into a complication to add or step up a doom die.

Limit: Vampire Weaknesses. Step up stress and complications inflicted by silver, religious icons, or wooden stakes to add or step up a doom die. If physically stressed out by an attack using a wooden or silver stake, immediately take d12 physical trauma.

Master of the Night
Animal Control d8, Enhanced Senses d8, Mind Control d8, Flight d6, Weather Mastery d10

SFX: Dark Magics. Step up or double a Master of the Night die for one action. If the action fails, remove a doom die equal to the power’s normal rating.

Limit: Children of the Night. Animal Control is limited to bats, rats, and wolves.

Specialties
Business Expert d8, Combat Expert d8, Covert Expert d8, Menace Expert d8, Mystic Expert d8


Master Man
Wilhelm Lohmer [secret?]

Affiliations
Solo d10, Buddy d6, Team d8

Distinctions
Gloryhound
Nothing Can Stop Me!
Ultimate Aryan

Übermensch
Leaping d6 [first appearance]/Flight d8 [later appearances], Superhuman Durability d10, Superhuman Stamina d10, Superhuman Strength d10

SFX: Invulnerability. Spend a doom die to ignore physical stress.

SFX: Unleashed. Step up or double an Übermensch die for your action. If the action fails, remove a die from the doom pool equal to the power’s normal rating.

SFX: Versatile. Step back and double an Übermensch die.

Limit: Exhausted. Shut down an Übermensch power to add or step up a doom die. Recover power by activating an opportunity.

Specialties
Combat Expert d8, Menace Expert d8


Warrior Woman
Julia Koenig [secret]

Affiliations
Solo d10, Buddy d8, Team d6

Distinctions
Man-Hater
Nazi Secret Agent
Power Makes You Free

Accidental Super-Soldier
Superhuman Durability d10, Superhuman Stamina d10, Superhuman Strength d10

SFX: Versatile. Step back and double an Accidental Super-Soldier die.

SFX: Violent Misandry. When attacking a male, add a d6 and step up your effect die.

Limit: Ahead of Her Time. Step up stress or complications resulting from restrictive gender roles to add or step up a doom die.

Nazi Interrogator
Whip d6

SFX: Post-Hypnotic Suggestion. Hypnotism-related complications can be made persistent for free.

SFX: Whip it Good. Add a d6 and step up the effect die when inflicting whip-related complications.

Limit: Gear. Shut down a Nazi Interrogator power to add or step up a doom die. Recover power by taking an action.

Specialties
Covert Expert d8, Psych Master d10, Menace Expert d8, Tech Expert d8


Red Skull
Johann Schmidt [secret]

Affiliations
Solo d10, Buddy d6, Team d8

Distinctions
Brilliant Strategist
Nazi Terrorist
Supreme Ambition

Embodiment of Terror
Enhanced Durability d8, Weapon d8

SFX: Dust of Death. Spend d8 doom to step up or double Weapon for an attack action against a single target. Keep three dice for your total and then shutdown Dust of Death SFX. Spend d8 doom to recover the SFX.

SFX: Fearsome Visage. Add a d6 and step up your effect die when inflicting emotional stress.

SFX: Loyal Minions. Spend a doom die to redirect physical stress or complications onto a nearby subordinate that was not targeted by the attack.

SFX: Marksman. If your attack action includes a Weapon die, spend a doom die to reroll.

SFX: Master Planner. Spend a doom die to step up a Specialty-related stunt or resource and recover mental or emotional stress.

SFX: Sacrifice Ally. When inflicting physical stress or complications, you can step up your effect die by also targeting an ally with the attack. The ally automatically suffers the stepped up effect, even if the action fails against the original target.

Limit: Gear. Shutdown an Embodiment of Terror power to add or step up a doom die. Spend an action to recover power.

Specialties
Combat Expert d8, Covert Master d10, Menace Master d10, Psych Expert d8, Tech Expert d8, Vehicle Expert d8

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5 Comments
  1. How well did it work? Not bad I assume?

    • It was a fun game, I thought, if a bit odd considering the cast. Drew, who is the biggest comic book fan among the players, noted at the end that it’s tough to constantly come up with witty things to say in the moment, vs. getting to plan them out ahead of time when writing a book.

      • It really is!
        I know I’ve tried – and failed.

      • Pinkius permalink

        I was put on point relatively early in my groups kingmaker campaign to make a witty oneliner about a lucky crit I rolled to impale someone on the roof with a thrown greatsword.
        As my character was angry and the time, not particularly charismatic or clever, I had them default to swearing at the target. Everyone lamented the passed opportunity to even throw in a “stick it to them” punny oneliner

      • …you did the right thing Pinkius. You did the right thing.

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